Exemplo n.º 1
0
class DoomTakeCoverEnv(doom_env.DoomEnv):
    """
    ------------ Training Mission 8 - Take Cover ------------
    This map is to train you on the damage of incoming missiles.
    It is a rectangular map with monsters firing missiles and fireballs
    at you. You need to survive as long as possible.

    Allowed actions:
        [9]  - MOVE_RIGHT                       - Move to the right - Values 0 or 1
        [10] - MOVE_LEFT                        - Move to the left - Values 0 or 1
    Note: see controls.md for details

    Rewards:
        +  1    - Several times per second - Survive as long as possible

    Goal: 750 points
        Survive for ~ 20 seconds

    Ends when:
        - Player is dead (one or two fireballs should be enough to kill you)
        - Timeout (60 seconds - 2,100 frames)
    -----------------------------------------------------
    """
    def __init__(self):
        super(DoomTakeCoverEnv, self).__init__()
        package_directory = os.path.dirname(os.path.abspath(__file__))
        self.loader = Loader()
        self.game = DoomGame()
        self.game.load_config(
            os.path.join(package_directory, 'assets/take_cover.cfg'))
        self.game.set_vizdoom_path(self.loader.get_vizdoom_path())
        self.game.set_doom_game_path(self.loader.get_freedoom_path())
        self.game.set_doom_scenario_path(
            self.loader.get_scenario_path('take_cover.wad'))
        self.game.set_doom_map('map01')
        self.screen_height = 480  # Must match .cfg file
        self.screen_width = 640  # Must match .cfg file
        self.game.set_window_visible(False)
        self.viewer = None
        self.game.init()
        self.game.new_episode()

        self._seed()

    def _seed(self, seed=None):
        np_random, seed1 = seeding.np_random(seed)
        # Derive a random seed.
        seed2 = seeding.hash_seed(seed1 + 1) % 2**32
        self.game.set_seed(seed2)

        # 2 allowed actions [9, 10] (must match .cfg file)
        self.action_space = spaces.HighLow(np.matrix([[0, 1, 0]] * 2),
                                           np_random=np_random)
        self.observation_space = spaces.Box(low=0,
                                            high=255,
                                            shape=(self.screen_height,
                                                   self.screen_width, 3),
                                            np_random=np_random)

        return [seed1, seed2]
Exemplo n.º 2
0
class DoomDefendCenterEnv(doom_env.DoomEnv):
    """
    ------------ Training Mission 3 - Defend the Center ------------
    This map is designed to teach you how to kill and how to stay alive.
    You will also need to keep an eye on your ammunition level. You are only
    rewarded for kills, so figure out how to stay alive.

    The map is a circle with monsters in the middle. Monsters will
    respawn with additional health when killed. Kill as many as you can
    before you run out of ammo.

    Allowed actions:
        [0]  - ATTACK                           - Shoot weapon - Values 0 or 1
        [13] - TURN_RIGHT                       - Turn right - Values 0 or 1
        [14] - TURN_LEFT                        - Turn left - Values 0 or 1
    Note: see controls.md for details

    Rewards:
        +  1    - Killing the monster
        -  1    - Penalty for being killed

    Goal: 10 points
        Kill 10 monsters (you have 26 ammo)

    Ends when:
        - Player is dead
        - Timeout (60 seconds - 2100 frames)
    -----------------------------------------------------
    """
    def __init__(self):
        super(DoomDefendCenterEnv, self).__init__()
        package_directory = os.path.dirname(os.path.abspath(__file__))
        self.loader = Loader()
        self.game = DoomGame()
        self.game.load_config(
            os.path.join(package_directory, 'assets/defend_the_center.cfg'))
        self.game.set_vizdoom_path(self.loader.get_vizdoom_path())
        self.game.set_doom_game_path(self.loader.get_freedoom_path())
        self.game.set_doom_scenario_path(
            self.loader.get_scenario_path('defend_the_center.wad'))
        self.screen_height = 480  # Must match .cfg file
        self.screen_width = 640  # Must match .cfg file
        self.game.set_window_visible(False)
        self.viewer = None
        self.game.init()
        self.game.new_episode()

        # 3 allowed actions [0, 13, 14] (must match .cfg file)
        self.action_space = spaces.HighLow(np.matrix([[0, 1, 0]] * 3))
        self.observation_space = spaces.Box(low=0,
                                            high=255,
                                            shape=(self.screen_height,
                                                   self.screen_width, 3))

        self._seed()

    def _seed(self, seed=None):
        seed = seeding.hash_seed(seed) % 2**32
        self.game.set_seed(seed)
        return [seed]
Exemplo n.º 3
0
class DoomPredictPositionEnv(doom_env.DoomEnv):
    """
    ------------ Training Mission 7 - Predict Position ------------
    This map is designed to train you on using a rocket launcher.
    It is a rectangular map with a monster on the opposite side. You need
    to use your rocket launcher to kill it. The rocket adds a delay between
    the moment it is fired and the moment it reaches the other side of the room.
    You need to predict the position of the monster to kill it.

    Allowed actions:
        [0]  - ATTACK                           - Shoot weapon - Values 0 or 1
        [13] - TURN_RIGHT                       - Turn right - Values 0 or 1
        [14] - TURN_LEFT                        - Turn left - Values 0 or 1
    Note: see controls.md for details

    Rewards:
        +  1    - Killing the monster
        -0.0001 - Several times per second - Kill the monster faster!

    Goal: 0.5 point
        Kill the monster

    Hint: Missile launcher takes longer to load. You must wait a good second after the game starts
        before trying to fire it.

    Ends when:
        - Monster is dead
        - Out of missile (you only have one)
        - Timeout (20 seconds - 700 frames)
    -----------------------------------------------------
    """
    def __init__(self):
        package_directory = os.path.dirname(os.path.abspath(__file__))
        self.loader = Loader()
        self.game = DoomGame()
        self.game.load_config(os.path.join(package_directory, 'assets/predict_position.cfg'))
        self.game.set_vizdoom_path(self.loader.get_vizdoom_path())
        self.game.set_doom_game_path(self.loader.get_freedoom_path())
        self.game.set_doom_scenario_path(self.loader.get_scenario_path('predict_position.wad'))
        self.game.set_doom_map('map01')
        self.screen_height = 480                    # Must match .cfg file
        self.screen_width = 640                     # Must match .cfg file
        self.game.set_window_visible(False)
        self.viewer = None
        self.game.init()
        self.game.new_episode()

        self._seed()

    def _seed(self, seed=None):
        np_random, seed1 = seeding.np_random(seed)
        # Derive a random seed.
        seed2 = seeding.hash_seed(seed1 + 1) % 2**32
        self.game.set_seed(seed2)

        # 3 allowed actions [0, 13, 14] (must match .cfg file)
        self.action_space = spaces.HighLow(np.matrix([[0, 1, 0]] * 3), np_random=np_random)
        self.observation_space = spaces.Box(low=0, high=255, shape=(self.screen_height, self.screen_width, 3), np_random=np_random)
        return [seed1, seed2]
Exemplo n.º 4
0
class DoomCorridorEnv(doom_env.DoomEnv):
    """
    ------------ Training Mission 2 - Corridor ------------
    This map is designed to improve your navigation. There is a vest
    at the end of the corridor, with 6 enemies (3 groups of 2). Your goal
    is to get to the vest as soon as possible, without being killed.

    Allowed actions:
        [0]  - ATTACK                           - Shoot weapon - Values 0 or 1
        [9]  - MOVE_RIGHT                       - Move to the right - Values 0 or 1
        [10] - MOVE_LEFT                        - Move to the left - Values 0 or 1
        [12] - MOVE_FORWARD                     - Move forward - Values 0 or 1
        [13] - TURN_RIGHT                       - Turn right - Values 0 or 1
        [14] - TURN_LEFT                        - Turn left - Values 0 or 1
    Note: see controls.md for details

    Rewards:
        + dX    - For getting closer to the vest
        - dX    - For getting further from the vest
        -100    - Penalty for being killed

    Goal: 1,270 points
     Reach the vest (try also killing guards, rather than just running)

    Ends when:
        - Player touches vest
        - Player is dead
        - Timeout (1 minutes - 2,100 frames)
    -----------------------------------------------------
    """
    def __init__(self):
        super(DoomCorridorEnv, self).__init__()
        package_directory = os.path.dirname(os.path.abspath(__file__))
        self.loader = Loader()
        self.game = DoomGame()
        self.game.load_config(os.path.join(package_directory, 'assets/deadly_corridor.cfg'))
        self.game.set_vizdoom_path(self.loader.get_vizdoom_path())
        self.game.set_doom_game_path(self.loader.get_freedoom_path())
        self.game.set_doom_scenario_path(self.loader.get_scenario_path('deadly_corridor.wad'))
        self.screen_height = 480                    # Must match .cfg file
        self.screen_width = 640                     # Must match .cfg file
        self.game.set_window_visible(False)
        self.viewer = None
        self.game.init()
        self.game.new_episode()

        self._seed()

    def _seed(self, seed=None):
        np_random, seed1 = seeding.np_random(seed)
        # Derive a random seed.
        seed2 = seeding.hash_seed(seed1 + 1) % 2**32
        self.game.set_seed(seed2)

        # action indexes are [0, 9, 10, 12, 13, 14]
        self.action_space = spaces.HighLow(np.matrix([[0, 1, 0]] * 6), np_random=np_random)
        self.observation_space = spaces.Box(low=0, high=255, shape=(self.screen_height, self.screen_width, 3), np_random=np_random)
        return [seed1, seed2]
Exemplo n.º 5
0
class DoomHealthGatheringEnv(doom_env.DoomEnv):
    """
    ------------ Training Mission 5 - Health Gathering ------------
    This map is a guide on how to survive by collecting health packs.
    It is a rectangle with green, acidic floor which hurts the player
    periodically. There are also medkits spread around the map, and
    additional kits will spawn at interval.

    Allowed actions:
        [12] - MOVE_FORWARD                     - Move forward - Values 0 or 1
        [13] - TURN_RIGHT                       - Turn right - Values 0 or 1
        [14] - TURN_LEFT                        - Turn left - Values 0 or 1
    Note: see controls.md for details

    Rewards:
        +  1    - Several times per second - Survive as long as possible
        -100    - Death penalty

    Goal: 1000 points
        Stay alive long enough to reach 1,000 points (~ 30 secs)

    Ends when:
        - Player is dead
        - Timeout (60 seconds - 2,100 frames)
    -----------------------------------------------------
    """
    def __init__(self):
        super(DoomHealthGatheringEnv, self).__init__()
        package_directory = os.path.dirname(os.path.abspath(__file__))
        self.loader = Loader()
        self.game = DoomGame()
        self.game.load_config(
            os.path.join(package_directory, 'assets/health_gathering.cfg'))
        self.game.set_vizdoom_path(self.loader.get_vizdoom_path())
        self.game.set_doom_game_path(self.loader.get_freedoom_path())
        self.game.set_doom_scenario_path(
            self.loader.get_scenario_path('health_gathering.wad'))
        self.game.set_doom_map('map01')
        self.screen_height = 480  # Must match .cfg file
        self.screen_width = 640  # Must match .cfg file
        self.game.set_window_visible(False)
        self.viewer = None
        self.game.init()
        self.game.new_episode()

        # 3 allowed actions [12, 13, 14] (must match .cfg file)
        self.action_space = spaces.HighLow(np.matrix([[0, 1, 0]] * 3))
        self.observation_space = spaces.Box(low=0,
                                            high=255,
                                            shape=(self.screen_height,
                                                   self.screen_width, 3))

        self._seed()

    def _seed(self, seed=None):
        seed = seeding.hash_seed(seed) % 2**32
        self.game.set_seed(seed)
        return [seed]
Exemplo n.º 6
0
class DoomDefendCenterEnv(doom_env.DoomEnv):
    """
    ------------ Training Mission 3 - Defend the Center ------------
    This map is designed to teach you how to kill and how to stay alive.
    You will also need to keep an eye on your ammunition level. You are only
    rewarded for kills, so figure out how to stay alive.

    The map is a circle with monsters in the middle. Monsters will
    respawn with additional health when killed. Kill as many as you can
    before you run out of ammo.

    Allowed actions:
        [0]  - ATTACK                           - Shoot weapon - Values 0 or 1
        [13] - TURN_RIGHT                       - Turn right - Values 0 or 1
        [14] - TURN_LEFT                        - Turn left - Values 0 or 1
    Note: see controls.md for details

    Rewards:
        +  1    - Killing the monster
        -  1    - Penalty for being killed

    Goal: 10 points
        Kill 10 monsters (you have 26 ammo)

    Ends when:
        - Player is dead
        - Timeout (60 seconds - 2100 frames)
    -----------------------------------------------------
    """
    def __init__(self):
        super(DoomDefendCenterEnv, self).__init__()
        package_directory = os.path.dirname(os.path.abspath(__file__))
        self.loader = Loader()
        self.game = DoomGame()
        self.game.load_config(os.path.join(package_directory, 'assets/defend_the_center.cfg'))
        self.game.set_vizdoom_path(self.loader.get_vizdoom_path())
        self.game.set_doom_game_path(self.loader.get_freedoom_path())
        self.game.set_doom_scenario_path(self.loader.get_scenario_path('defend_the_center.wad'))
        self.screen_height = 480                    # Must match .cfg file
        self.screen_width = 640                     # Must match .cfg file
        self.game.set_window_visible(False)
        self.viewer = None
        self.game.init()
        self.game.new_episode()

        self._seed()

    def _seed(self, seed=None):
        np_random, seed1 = seeding.np_random(seed)
        # Derive a random seed.
        seed2 = seeding.hash_seed(seed1 + 1) % 2**32
        self.game.set_seed(seed2)

        # 3 allowed actions [0, 13, 14] (must match .cfg file)
        self.action_space = spaces.HighLow(np.matrix([[0, 1, 0]] * 3), np_random=np_random)
        self.observation_space = spaces.Box(low=0, high=255, shape=(self.screen_height, self.screen_width, 3), np_random=np_random)
        return [seed1, seed2]
Exemplo n.º 7
0
class DoomBasicEnv(doom_env.DoomEnv):
    """
    ------------ Training Mission 1 - Basic ------------
    This map is rectangular with gray walls, ceiling and floor.
    You are spawned in the center of the longer wall, and a red
    circular monster is spawned randomly on the opposite wall.
    You need to kill the monster (one bullet is enough).

    Allowed actions:
        [0]  - ATTACK                           - Shoot weapon - Values 0 or 1
        [9]  - MOVE_RIGHT                       - Move to the right - Values 0 or 1
        [10] - MOVE_LEFT                        - Move to the left - Values 0 or 1
    Note: see controls.md for details

    Rewards:
        +101    - Killing the monster
        -  5    - Missing a shot
        -  1    - Several times per second - Kill the monster faster!

    Goal: 10 points
        Kill the monster in 3 secs with 1 shot

    Ends when:
        - Monster is dead
        - Player is dead
        - Timeout (10 seconds - 350 frames)
    -----------------------------------------------------
    """
    def __init__(self):
        super(DoomBasicEnv, self).__init__()
        package_directory = os.path.dirname(os.path.abspath(__file__))
        self.loader = Loader()
        self.game = DoomGame()
        self.game.load_config(os.path.join(package_directory, 'assets/basic.cfg'))
        self.game.set_vizdoom_path(self.loader.get_vizdoom_path())
        self.game.set_doom_game_path(self.loader.get_freedoom_path())
        self.game.set_doom_scenario_path(self.loader.get_scenario_path('basic.wad'))
        self.game.set_doom_map('map01')
        self.screen_height = 480                    # Must match .cfg file
        self.screen_width = 640                     # Must match .cfg file
        self.game.set_window_visible(False)
        self.viewer = None
        self.game.init()
        self.game.new_episode()
        self._seed()

    def _seed(self, seed=None):
        np_random, seed1 = seeding.np_random(seed)
        # Derive a random seed.
        seed2 = seeding.hash_seed(seed1 + 1) % 2**32
        self.game.set_seed(seed2)

        # 3 allowed actions [0, 9, 10] (must match .cfg file)
        self.action_space = spaces.HighLow(np.matrix([[0, 1, 0]] * 3), np_random=np_random)
        self.observation_space = spaces.Box(low=0, high=255, shape=(self.screen_height, self.screen_width, 3), np_random=np_random)
        return [seed1, seed2]
Exemplo n.º 8
0
class DoomDeathmatchEnv(doom_env.DoomEnv):
    """
    ------------ Final Mission - Deathmatch ------------
    Kill as many monsters as possible without being killed.

    Allowed actions:
        ALL
    Note: see controls.md for details

    Rewards:
        +1      - Killing a monster

    Goal: 25 points
        Kill 25 monsters without being killed

    Ends when:
        - Player is dead
        - Timeout (3 minutes - 6,300 frames)
    -----------------------------------------------------
    """
    def __init__(self):
        super(DoomDeathmatchEnv, self).__init__()
        package_directory = os.path.dirname(os.path.abspath(__file__))
        self.loader = Loader()
        self.game = DoomGame()
        self.game.load_config(
            os.path.join(package_directory, 'assets/deathmatch.cfg'))
        self.game.set_vizdoom_path(self.loader.get_vizdoom_path())
        self.game.set_doom_game_path(self.loader.get_freedoom_path())
        self.game.set_doom_scenario_path(
            self.loader.get_scenario_path('deathmatch.wad'))
        self.screen_height = 480  # Must match .cfg file
        self.screen_width = 640  # Must match .cfg file
        self.game.set_window_visible(False)
        self.viewer = None
        self.game.init()
        self.game.new_episode()

        self._seed()

    def _seed(self, seed=None):
        np_random, seed1 = seeding.np_random(seed)
        # Derive a random seed.
        seed2 = seeding.hash_seed(seed1 + 1) % 2**32
        self.game.set_seed(seed2)

        # 41 allowed actions (must match .cfg file)
        self.action_space = spaces.HighLow(np.matrix([[0, 1, 0]] * 37 +
                                                     [[0, 10, 0]] * 5),
                                           np_random=np_random)
        self.observation_space = spaces.Box(low=0,
                                            high=255,
                                            shape=(self.screen_height,
                                                   self.screen_width, 3),
                                            np_random=np_random)
        return [seed1, seed2]
Exemplo n.º 9
0
class DoomBasicEnv(doom_env.DoomEnv):
    """
    ------------ Training Mission 1 - Basic ------------
    This map is rectangular with gray walls, ceiling and floor.
    You are spawned in the center of the longer wall, and a red
    circular monster is spawned randomly on the opposite wall.
    You need to kill the monster (one bullet is enough).

    Allowed actions:
        [0]  - ATTACK                           - Shoot weapon - Values 0 or 1
        [9]  - MOVE_RIGHT                       - Move to the right - Values 0 or 1
        [10] - MOVE_LEFT                        - Move to the left - Values 0 or 1
    Note: see controls.md for details

    Rewards:
        +101    - Killing the monster
        -  5    - Missing a shot
        -  1    - Several times per second - Kill the monster faster!

    Goal: 10 points
        Kill the monster in 3 secs with 1 shot

    Ends when:
        - Monster is dead
        - Player is dead
        - Timeout (10 seconds - 350 frames)
    -----------------------------------------------------
    """
    def __init__(self):
        super(DoomBasicEnv, self).__init__()
        package_directory = os.path.dirname(os.path.abspath(__file__))
        self.loader = Loader()
        self.game = DoomGame()
        self.game.load_config(os.path.join(package_directory, 'assets/basic.cfg'))
        self.game.set_vizdoom_path(self.loader.get_vizdoom_path())
        self.game.set_doom_game_path(self.loader.get_freedoom_path())
        self.game.set_doom_scenario_path(self.loader.get_scenario_path('basic.wad'))
        self.game.set_doom_map('map01')
        self.screen_height = 480                    # Must match .cfg file
        self.screen_width = 640                     # Must match .cfg file
        self.game.set_window_visible(False)
        self.viewer = None
        self.game.init()
        self.game.new_episode()

        # 3 allowed actions [0, 9, 10] (must match .cfg file)
        self.action_space = spaces.HighLow(np.matrix([[0, 1, 0]] * 3))
        self.observation_space = spaces.Box(low=0, high=255, shape=(self.screen_height, self.screen_width, 3))

        self._seed()

    def _seed(self, seed=None):
        seed = seeding.hash_seed(seed) % 2**32
        self.game.set_seed(seed)
        return [seed]
Exemplo n.º 10
0
class DoomHealthGatheringEnv(doom_env.DoomEnv):
    """
    ------------ Training Mission 5 - Health Gathering ------------
    This map is a guide on how to survive by collecting health packs.
    It is a rectangle with green, acidic floor which hurts the player
    periodically. There are also medkits spread around the map, and
    additional kits will spawn at interval.

    Allowed actions:
        [12] - MOVE_FORWARD                     - Move forward - Values 0 or 1
        [13] - TURN_RIGHT                       - Turn right - Values 0 or 1
        [14] - TURN_LEFT                        - Turn left - Values 0 or 1
    Note: see controls.md for details

    Rewards:
        +  1    - Several times per second - Survive as long as possible
        -100    - Death penalty

    Goal: 1000 points
        Stay alive long enough to reach 1,000 points (~ 30 secs)

    Ends when:
        - Player is dead
        - Timeout (60 seconds - 2,100 frames)
    -----------------------------------------------------
    """
    def __init__(self):
        super(DoomHealthGatheringEnv, self).__init__()
        package_directory = os.path.dirname(os.path.abspath(__file__))
        self.loader = Loader()
        self.game = DoomGame()
        self.game.load_config(os.path.join(package_directory, 'assets/health_gathering.cfg'))
        self.game.set_vizdoom_path(self.loader.get_vizdoom_path())
        self.game.set_doom_game_path(self.loader.get_freedoom_path())
        self.game.set_doom_scenario_path(self.loader.get_scenario_path('health_gathering.wad'))
        self.game.set_doom_map('map01')
        self.screen_height = 480                    # Must match .cfg file
        self.screen_width = 640                     # Must match .cfg file
        self.game.set_window_visible(False)
        self.viewer = None
        self.game.init()
        self.game.new_episode()

        self._seed()

    def _seed(self, seed=None):
        np_random, seed1 = seeding.np_random(seed)
        # Derive a random seed.
        seed2 = seeding.hash_seed(seed1 + 1) % 2**32
        self.game.set_seed(seed2)

        # 3 allowed actions [12, 13, 14] (must match .cfg file)
        self.action_space = spaces.HighLow(np.matrix([[0, 1, 0]] * 3), np_random=np_random)
        self.observation_space = spaces.Box(low=0, high=255, shape=(self.screen_height, self.screen_width, 3), np_random=np_random)
        return [seed1, seed2]
Exemplo n.º 11
0
class DoomMyWayHomeEnv(doom_env.DoomEnv):
    """
    ------------ Training Mission 6 - My Way Home ------------
    This map is designed to improve navigational skills. It is a series of
    interconnected rooms and 1 corridor with a dead end. Each room
    has a separate color. There is a green vest in one of the room.
    The vest is always in the same room. Player must find the vest.

    Allowed actions:
        [12] - MOVE_FORWARD                     - Move forward - Values 0 or 1
        [13] - TURN_RIGHT                       - Turn right - Values 0 or 1
        [14] - TURN_LEFT                        - Turn left - Values 0 or 1
    Note: see controls.md for details

    Rewards:
        +  1    - Finding the vest
        -0.0001 - Several times per second - Find the vest quick!

    Goal: 0.50 point
        Find the vest

    Ends when:
        - Vest is found
        - Timeout (2 minutes - 4,200 frames)
    -----------------------------------------------------
    """
    def __init__(self):
        super(DoomMyWayHomeEnv, self).__init__()
        package_directory = os.path.dirname(os.path.abspath(__file__))
        self.loader = Loader()
        self.game = DoomGame()
        self.game.load_config(os.path.join(package_directory, 'assets/my_way_home.cfg'))
        self.game.set_vizdoom_path(self.loader.get_vizdoom_path())
        self.game.set_doom_game_path(self.loader.get_freedoom_path())
        self.game.set_doom_scenario_path(self.loader.get_scenario_path('my_way_home.wad'))
        self.screen_height = 480                    # Must match .cfg file
        self.screen_width = 640                     # Must match .cfg file
        self.game.set_window_visible(False)
        self.viewer = None
        self.game.init()
        self.game.new_episode()

        self._seed()

    def _seed(self, seed=None):
        np_random, seed1 = seeding.np_random(seed)
        # Derive a random seed.
        seed2 = seeding.hash_seed(seed1 + 1) % 2**32
        self.game.set_seed(seed2)

        # 3 allowed actions [12, 13, 14] (must match .cfg file)
        self.action_space = spaces.HighLow(np.matrix([[0, 1, 0]] * 3), np_random=np_random)
        self.observation_space = spaces.Box(low=0, high=255, shape=(self.screen_height, self.screen_width, 3), np_random=np_random)
        return [seed1, seed2]
Exemplo n.º 12
0
class DoomPredictPositionEnv(doom_env.DoomEnv):
    """
    ------------ Training Mission 7 - Predict Position ------------
    This map is designed to train you on using a rocket launcher.
    It is a rectangular map with a monster on the opposite side. You need
    to use your rocket launcher to kill it. The rocket adds a delay between
    the moment it is fired and the moment it reaches the other side of the room.
    You need to predict the position of the monster to kill it.

    Allowed actions:
        [0]  - ATTACK                           - Shoot weapon - Values 0 or 1
        [13] - TURN_RIGHT                       - Turn right - Values 0 or 1
        [14] - TURN_LEFT                        - Turn left - Values 0 or 1
    Note: see controls.md for details

    Rewards:
        +  1    - Killing the monster
        -0.0001 - Several times per second - Kill the monster faster!

    Goal: 0.5 point
        Kill the monster

    Hint: Missile launcher takes longer to load. You must wait a good second after the game starts
        before trying to fire it.

    Ends when:
        - Monster is dead
        - Out of missile (you only have one)
        - Timeout (20 seconds - 700 frames)
    -----------------------------------------------------
    """
    def __init__(self):
        package_directory = os.path.dirname(os.path.abspath(__file__))
        self.loader = Loader()
        self.game = DoomGame()
        self.game.load_config(
            os.path.join(package_directory, 'assets/predict_position.cfg'))
        self.game.set_vizdoom_path(self.loader.get_vizdoom_path())
        self.game.set_doom_game_path(self.loader.get_freedoom_path())
        self.game.set_doom_scenario_path(
            self.loader.get_scenario_path('predict_position.wad'))
        self.game.set_doom_map('map01')
        self.screen_height = 480  # Must match .cfg file
        self.screen_width = 640  # Must match .cfg file
        # 3 allowed actions [0, 13, 14] (must match .cfg file)
        self.action_space = doom_spaces.HighLow(np.matrix([[0, 1, 0]] * 3))
        self.observation_space = spaces.Box(low=0,
                                            high=255,
                                            shape=(self.screen_height,
                                                   self.screen_width, 3))
        self.game.set_window_visible(False)
        self.viewer = None
        self.game.init()
        self.game.new_episode()
Exemplo n.º 13
0
class DoomTakeCoverEnv(doom_env.DoomEnv):
    """
    ------------ Training Mission 8 - Take Cover ------------
    This map is to train you on the damage of incoming missiles.
    It is a rectangular map with monsters firing missiles and fireballs
    at you. You need to survive as long as possible.

    Allowed actions:
        [9]  - MOVE_RIGHT                       - Move to the right - Values 0 or 1
        [10] - MOVE_LEFT                        - Move to the left - Values 0 or 1
    Note: see controls.md for details

    Rewards:
        +  1    - Several times per second - Survive as long as possible

    Goal: 750 points
        Survive for ~ 20 seconds

    Ends when:
        - Player is dead (one or two fireballs should be enough to kill you)
        - Timeout (60 seconds - 2,100 frames)
    -----------------------------------------------------
    """
    def __init__(self):
        super(DoomTakeCoverEnv, self).__init__()
        package_directory = os.path.dirname(os.path.abspath(__file__))
        self.loader = Loader()
        self.game = DoomGame()
        self.game.load_config(os.path.join(package_directory, 'assets/take_cover.cfg'))
        self.game.set_vizdoom_path(self.loader.get_vizdoom_path())
        self.game.set_doom_game_path(self.loader.get_freedoom_path())
        self.game.set_doom_scenario_path(self.loader.get_scenario_path('take_cover.wad'))
        self.game.set_doom_map('map01')
        self.screen_height = 480                    # Must match .cfg file
        self.screen_width = 640                     # Must match .cfg file
        self.game.set_window_visible(False)
        self.viewer = None
        self.game.init()
        self.game.new_episode()

        self._seed()

    def _seed(self, seed=None):
        np_random, seed1 = seeding.np_random(seed)
        # Derive a random seed.
        seed2 = seeding.hash_seed(seed1 + 1) % 2**32
        self.game.set_seed(seed2)

        # 2 allowed actions [9, 10] (must match .cfg file)
        self.action_space = spaces.HighLow(np.matrix([[0, 1, 0]] * 2), np_random=np_random)
        self.observation_space = spaces.Box(low=0, high=255, shape=(self.screen_height, self.screen_width, 3), np_random=np_random)

        return [seed1, seed2]
Exemplo n.º 14
0
class DoomDefendLineEnv(doom_env.DoomEnv):
    """
    ------------ Training Mission 4 - Defend the Line ------------
    This map is designed to teach you how to kill and how to stay alive.
    Your ammo will automatically replenish. You are only rewarded for kills,
    so figure out how to stay alive.

    The map is a rectangle with monsters in the middle. Monsters will
    respawn with additional health when killed. Kill as many as you can
    before they kill you. This map is harder than the previous.

    Allowed actions:
        [0]  - ATTACK                           - Shoot weapon - Values 0 or 1
        [13] - TURN_RIGHT                       - Turn right - Values 0 or 1
        [14] - TURN_LEFT                        - Turn left - Values 0 or 1
    Note: see controls.md for details

    Rewards:
        +  1    - Killing the monster
        -  1    - Penalty for being killed

    Goal: 25 points
        Kill 25 monsters

    Ends when:
        - Player is dead
        - Timeout (60 seconds - 2100 frames)
    -----------------------------------------------------
    """
    def __init__(self):
        super(DoomDefendLineEnv, self).__init__()
        package_directory = os.path.dirname(os.path.abspath(__file__))
        self.loader = Loader()
        self.game = DoomGame()
        self.game.load_config(os.path.join(package_directory, 'assets/defend_the_line.cfg'))
        self.game.set_vizdoom_path(self.loader.get_vizdoom_path())
        self.game.set_doom_game_path(self.loader.get_freedoom_path())
        self.game.set_doom_scenario_path(self.loader.get_scenario_path('defend_the_line.wad'))
        self.screen_height = 480                    # Must match .cfg file
        self.screen_width = 640                     # Must match .cfg file
        self.game.set_window_visible(False)
        self.viewer = None
        # 3 allowed actions [0, 13, 14] (must match .cfg file)
        self.action_space = spaces.HighLow(np.matrix([[0, 1, 0]] * 3))
        self.observation_space = spaces.Box(low=0, high=255, shape=(self.screen_height, self.screen_width, 3))
        self._seed()
        self.game.init()
        self.game.new_episode()

    def _seed(self, seed=None):
        seed = seeding.hash_seed(seed) % 2**32
        self.game.set_seed(seed)
        return [seed]
Exemplo n.º 15
0
class DoomDefendLineEnv(doom_env.DoomEnv):
    """
    ------------ Training Mission 4 - Defend the Line ------------
    This map is designed to teach you how to kill and how to stay alive.
    Your ammo will automatically replenish. You are only rewarded for kills,
    so figure out how to stay alive.

    The map is a rectangle with monsters in the middle. Monsters will
    respawn with additional health when killed. Kill as many as you can
    before they kill you. This map is harder than the previous.

    Allowed actions:
        [0]  - ATTACK                           - Shoot weapon - Values 0 or 1
        [13] - TURN_RIGHT                       - Turn right - Values 0 or 1
        [14] - TURN_LEFT                        - Turn left - Values 0 or 1
    Note: see controls.md for details

    Rewards:
        +  1    - Killing the monster
        -  1    - Penalty for being killed

    Goal: 25 points
        Kill 25 monsters

    Ends when:
        - Player is dead
        - Timeout (60 seconds - 2100 frames)
    -----------------------------------------------------
    """
    def __init__(self):
        super(DoomDefendLineEnv, self).__init__()
        package_directory = os.path.dirname(os.path.abspath(__file__))
        self.loader = Loader()
        self.game = DoomGame()
        self.game.load_config(
            os.path.join(package_directory, 'assets/defend_the_line.cfg'))
        self.game.set_vizdoom_path(self.loader.get_vizdoom_path())
        self.game.set_doom_game_path(self.loader.get_freedoom_path())
        self.game.set_doom_scenario_path(
            self.loader.get_scenario_path('defend_the_line.wad'))
        self.screen_height = 480  # Must match .cfg file
        self.screen_width = 640  # Must match .cfg file
        # 3 allowed actions [0, 13, 14] (must match .cfg file)
        self.action_space = spaces.HighLow(np.matrix([[0, 1, 0]] * 3))
        self.observation_space = spaces.Box(low=0,
                                            high=255,
                                            shape=(self.screen_height,
                                                   self.screen_width, 3))
        self.game.set_window_visible(False)
        self.viewer = None
        self.game.init()
        self.game.new_episode()
Exemplo n.º 16
0
class DoomCorridorEnv(doom_env.DoomEnv):
    """
    ------------ Training Mission 2 - Corridor ------------
    This map is designed to improve your navigation. There is a vest
    at the end of the corridor, with 6 enemies (3 groups of 2). Your goal
    is to get to the vest as soon as possible, without being killed.

    Allowed actions:
        [0]  - ATTACK                           - Shoot weapon - Values 0 or 1
        [9]  - MOVE_RIGHT                       - Move to the right - Values 0 or 1
        [10] - MOVE_LEFT                        - Move to the left - Values 0 or 1
        [12] - MOVE_FORWARD                     - Move forward - Values 0 or 1
        [13] - TURN_RIGHT                       - Turn right - Values 0 or 1
        [14] - TURN_LEFT                        - Turn left - Values 0 or 1
    Note: see controls.md for details

    Rewards:
        + dX    - For getting closer to the vest
        - dX    - For getting further from the vest
        -100    - Penalty for being killed

    Goal: 1,270 points
     Reach the vest (try also killing guards, rather than just running)

    Ends when:
        - Player touches vest
        - Player is dead
        - Timeout (1 minutes - 2,100 frames)
    -----------------------------------------------------
    """
    def __init__(self):
        package_directory = os.path.dirname(os.path.abspath(__file__))
        self.loader = Loader()
        self.game = DoomGame()
        self.game.load_config(
            os.path.join(package_directory, 'assets/deadly_corridor.cfg'))
        self.game.set_vizdoom_path(self.loader.get_vizdoom_path())
        self.game.set_doom_game_path(self.loader.get_freedoom_path())
        self.game.set_doom_scenario_path(
            self.loader.get_scenario_path('deadly_corridor.wad'))
        self.screen_height = 480  # Must match .cfg file
        self.screen_width = 640  # Must match .cfg file
        # action indexes are [0, 9, 10, 12, 13, 14]
        self.action_space = doom_spaces.HighLow(np.matrix([[0, 1, 0]] * 6))
        self.observation_space = spaces.Box(low=0,
                                            high=255,
                                            shape=(self.screen_height,
                                                   self.screen_width, 3))
        self.game.set_window_visible(False)
        self.viewer = None
        self.game.init()
        self.game.new_episode()
Exemplo n.º 17
0
class DoomMyWayHomeEnv(doom_env.DoomEnv):
    """
    ------------ Training Mission 6 - My Way Home ------------
    This map is designed to improve navigational skills. It is a series of
    interconnected rooms and 1 corridor with a dead end. Each room
    has a separate color. There is a green vest in one of the room.
    The vest is always in the same room. Player must find the vest.

    Allowed actions:
        [12] - MOVE_FORWARD                     - Move forward - Values 0 or 1
        [13] - TURN_RIGHT                       - Turn right - Values 0 or 1
        [14] - TURN_LEFT                        - Turn left - Values 0 or 1
    Note: see controls.md for details

    Rewards:
        +  1    - Finding the vest
        -0.0001 - Several times per second - Find the vest quick!

    Goal: 0.50 point
        Find the vest

    Ends when:
        - Vest is found
        - Timeout (2 minutes - 4,200 frames)
    -----------------------------------------------------
    """
    def __init__(self):
        super(DoomMyWayHomeEnv, self).__init__()
        package_directory = os.path.dirname(os.path.abspath(__file__))
        self.loader = Loader()
        self.game = DoomGame()
        self.game.load_config(os.path.join(package_directory, 'assets/my_way_home.cfg'))
        self.game.set_vizdoom_path(self.loader.get_vizdoom_path())
        self.game.set_doom_game_path(self.loader.get_freedoom_path())
        self.game.set_doom_scenario_path(self.loader.get_scenario_path('my_way_home.wad'))
        self.screen_height = 480                    # Must match .cfg file
        self.screen_width = 640                     # Must match .cfg file
        self.game.set_window_visible(False)
        self.viewer = None
        self.game.init()
        self.game.new_episode()

        # 3 allowed actions [12, 13, 14] (must match .cfg file)
        self.action_space = spaces.HighLow(np.matrix([[0, 1, 0]] * 3))
        self.observation_space = spaces.Box(low=0, high=255, shape=(self.screen_height, self.screen_width, 3))

        self._seed()

    def _seed(self, seed=None):
        seed = seeding.hash_seed(seed) % 2**32
        self.game.set_seed(seed)
        return [seed]
Exemplo n.º 18
0
class DoomDeathmatchEnv(doom_env.DoomEnv):
    """
    ------------ Final Mission - Deathmatch ------------
    Kill as many monsters as possible without being killed.

    Allowed actions:
        ALL
    Note: see controls.md for details

    Rewards:
        +1      - Killing a monster

    Goal: 25 points
        Kill 25 monsters without being killed

    Ends when:
        - Player is dead
        - Timeout (3 minutes - 6,300 frames)
    -----------------------------------------------------
    """
    def __init__(self):
        super(DoomDeathmatchEnv, self).__init__()
        package_directory = os.path.dirname(os.path.abspath(__file__))
        self.loader = Loader()
        self.game = DoomGame()
        self.game.load_config(os.path.join(package_directory, 'assets/deathmatch.cfg'))
        self.game.set_vizdoom_path(self.loader.get_vizdoom_path())
        self.game.set_doom_game_path(self.loader.get_freedoom_path())
        self.game.set_doom_scenario_path(self.loader.get_scenario_path('deathmatch.wad'))
        self.screen_height = 480                    # Must match .cfg file
        self.screen_width = 640                     # Must match .cfg file
        self.game.set_window_visible(False)
        self.viewer = None
        self.game.init()
        self.game.new_episode()

        self._seed()

    def _seed(self, seed=None):
        np_random, seed1 = seeding.np_random(seed)
        # Derive a random seed.
        seed2 = seeding.hash_seed(seed1 + 1) % 2**32
        self.game.set_seed(seed2)

        # 41 allowed actions (must match .cfg file)
        self.action_space = spaces.HighLow(np.matrix([[0, 1, 0]] * 37 + [[0, 10, 0]] * 5), np_random=np_random)
        self.observation_space = spaces.Box(low=0, high=255, shape=(self.screen_height, self.screen_width, 3), np_random=np_random)
        return [seed1, seed2]
Exemplo n.º 19
0
class DoomEnv(gym.Env):
    metadata = {'render.modes': ['human', 'rgb_array'], 'video.frames_per_second': 35}

    def __init__(self, level):
        self.previous_level = -1
        self.level = level
        self.game = DoomGame()
        self.loader = Loader()
        self.doom_dir = os.path.dirname(os.path.abspath(__file__))
        self._mode = 'algo'                         # 'algo' or 'human'
        self.no_render = False                      # To disable double rendering in human mode
        self.viewer = None
        self.is_initialized = False                 # Indicates that reset() has been called
        self.curr_seed = 0
        self.lock = (DoomLock()).get_lock()
        self.action_space = spaces.MultiDiscrete([[0, 1]] * 38 + [[-10, 10]] * 2 + [[-100, 100]] * 3)
        self.allowed_actions = list(range(NUM_ACTIONS))
        self.screen_height = 480
        self.screen_width = 640
        self.screen_resolution = ScreenResolution.RES_640X480
        self.observation_space = spaces.Box(low=0, high=255, shape=(self.screen_height, self.screen_width, 3))
        self._seed()
        self._configure()

    def _configure(self, lock=None, **kwargs):
        if 'screen_resolution' in kwargs:
            logger.warn('Deprecated - Screen resolution must now be set using a wrapper. See documentation for details.')
        # Multiprocessing lock
        if lock is not None:
            self.lock = lock

    def _load_level(self):
        # Closing if is_initialized
        if self.is_initialized:
            self.is_initialized = False
            self.game.close()
            self.game = DoomGame()

        # Customizing level
        if getattr(self, '_customize_game', None) is not None and callable(self._customize_game):
            self.level = -1
            self._customize_game()

        else:
            # Loading Paths
            if not self.is_initialized:
                self.game.set_vizdoom_path(self.loader.get_vizdoom_path())
                self.game.set_doom_game_path(self.loader.get_freedoom_path())

            # Common settings
            self.game.load_config(os.path.join(self.doom_dir, 'assets/%s' % DOOM_SETTINGS[self.level][CONFIG]))
            self.game.set_doom_scenario_path(self.loader.get_scenario_path(DOOM_SETTINGS[self.level][SCENARIO]))
            if DOOM_SETTINGS[self.level][MAP] != '':
                self.game.set_doom_map(DOOM_SETTINGS[self.level][MAP])
            self.game.set_doom_skill(DOOM_SETTINGS[self.level][DIFFICULTY])
            self.allowed_actions = DOOM_SETTINGS[self.level][ACTIONS]
            self.game.set_screen_resolution(self.screen_resolution)

        self.previous_level = self.level
        self._closed = False

        # Algo mode
        if 'human' != self._mode:
            self.game.set_window_visible(False)
            self.game.set_mode(Mode.PLAYER)
            self.no_render = False
            try:
                with self.lock:
                    self.game.init()
            except (ViZDoomUnexpectedExitException, ViZDoomErrorException):
                raise error.Error(
                    'VizDoom exited unexpectedly. This is likely caused by a missing multiprocessing lock. ' +
                    'To run VizDoom across multiple processes, you need to pass a lock when you configure the env ' +
                    '[e.g. env.configure(lock=my_multiprocessing_lock)], or create and close an env ' +
                    'before starting your processes [e.g. env = gym.make("DoomBasic-v0"); env.close()] to cache a ' +
                    'singleton lock in memory.')
            self._start_episode()
            self.is_initialized = True
            return self.game.get_state().image_buffer.copy()

        # Human mode
        else:
            self.game.add_game_args('+freelook 1')
            self.game.set_window_visible(True)
            self.game.set_mode(Mode.SPECTATOR)
            self.no_render = True
            with self.lock:
                self.game.init()
            self._start_episode()
            self.is_initialized = True
            self._play_human_mode()
            return np.zeros(shape=self.observation_space.shape, dtype=np.uint8)

    def _start_episode(self):
        if self.curr_seed > 0:
            self.game.set_seed(self.curr_seed)
            self.curr_seed = 0
        self.game.new_episode()
        return

    def _play_human_mode(self):
        while not self.game.is_episode_finished():
            self.game.advance_action()
            state = self.game.get_state()
            total_reward = self.game.get_total_reward()
            info = self._get_game_variables(state.game_variables)
            info["TOTAL_REWARD"] = round(total_reward, 4)
            print('===============================')
            print('State: #' + str(state.number))
            print('Action: \t' + str(self.game.get_last_action()) + '\t (=> only allowed actions)')
            print('Reward: \t' + str(self.game.get_last_reward()))
            print('Total Reward: \t' + str(total_reward))
            print('Variables: \n' + str(info))
            sleep(0.02857)  # 35 fps = 0.02857 sleep between frames
        print('===============================')
        print('Done')
        return

    def _step(self, action):
        if NUM_ACTIONS != len(action):
            logger.warn('Doom action list must contain %d items. Padding missing items with 0' % NUM_ACTIONS)
            old_action = action
            action = [0] * NUM_ACTIONS
            for i in range(len(old_action)):
                action[i] = old_action[i]
        # action is a list of numbers but DoomGame.make_action expects a list of ints
        if len(self.allowed_actions) > 0:
            list_action = [int(action[action_idx]) for action_idx in self.allowed_actions]
        else:
            list_action = [int(x) for x in action]
        try:
            reward = self.game.make_action(list_action)
            state = self.game.get_state()
            info = self._get_game_variables(state.game_variables)
            info["TOTAL_REWARD"] = round(self.game.get_total_reward(), 4)

            if self.game.is_episode_finished():
                is_finished = True
                return np.zeros(shape=self.observation_space.shape, dtype=np.uint8), reward, is_finished, info
            else:
                is_finished = False
                return state.image_buffer.copy(), reward, is_finished, info

        except doom_py.vizdoom.ViZDoomIsNotRunningException:
            return np.zeros(shape=self.observation_space.shape, dtype=np.uint8), 0, True, {}

    def _reset(self):
        if self.is_initialized and not self._closed:
            self._start_episode()
            image_buffer = self.game.get_state().image_buffer
            if image_buffer is None:
                raise error.Error(
                    'VizDoom incorrectly initiated. This is likely caused by a missing multiprocessing lock. ' +
                    'To run VizDoom across multiple processes, you need to pass a lock when you configure the env ' +
                    '[e.g. env.configure(lock=my_multiprocessing_lock)], or create and close an env ' +
                    'before starting your processes [e.g. env = gym.make("DoomBasic-v0"); env.close()] to cache a ' +
                    'singleton lock in memory.')
            return image_buffer.copy()
        else:
            return self._load_level()

    def _render(self, mode='human', close=False):
        if close:
            if self.viewer is not None:
                self.viewer.close()
                self.viewer = None      # If we don't None out this reference pyglet becomes unhappy
            return
        try:
            if 'human' == mode and self.no_render:
                return
            state = self.game.get_state()
            img = state.image_buffer
            # VizDoom returns None if the episode is finished, let's make it
            # an empty image so the recorder doesn't stop
            if img is None:
                img = np.zeros(shape=self.observation_space.shape, dtype=np.uint8)
            if mode == 'rgb_array':
                return img
            elif mode is 'human':
                from gym.envs.classic_control import rendering
                if self.viewer is None:
                    self.viewer = rendering.SimpleImageViewer()
                self.viewer.imshow(img)
        except doom_py.vizdoom.ViZDoomIsNotRunningException:
            pass  # Doom has been closed

    def _close(self):
        # Lock required for VizDoom to close processes properly
        with self.lock:
            self.game.close()

    def _seed(self, seed=None):
        self.curr_seed = seeding.hash_seed(seed) % 2 ** 32
        return [self.curr_seed]

    def _get_game_variables(self, state_variables):
        info = {
            "LEVEL": self.level
        }
        if state_variables is None:
            return info
        info['KILLCOUNT'] = state_variables[0]
        info['ITEMCOUNT'] = state_variables[1]
        info['SECRETCOUNT'] = state_variables[2]
        info['FRAGCOUNT'] = state_variables[3]
        info['HEALTH'] = state_variables[4]
        info['ARMOR'] = state_variables[5]
        info['DEAD'] = state_variables[6]
        info['ON_GROUND'] = state_variables[7]
        info['ATTACK_READY'] = state_variables[8]
        info['ALTATTACK_READY'] = state_variables[9]
        info['SELECTED_WEAPON'] = state_variables[10]
        info['SELECTED_WEAPON_AMMO'] = state_variables[11]
        info['AMMO1'] = state_variables[12]
        info['AMMO2'] = state_variables[13]
        info['AMMO3'] = state_variables[14]
        info['AMMO4'] = state_variables[15]
        info['AMMO5'] = state_variables[16]
        info['AMMO6'] = state_variables[17]
        info['AMMO7'] = state_variables[18]
        info['AMMO8'] = state_variables[19]
        info['AMMO9'] = state_variables[20]
        info['AMMO0'] = state_variables[21]
        return info
Exemplo n.º 20
0
class DoomEnv(gym.Env, utils.EzPickle):
    metadata = {'render.modes': ['human', 'rgb_array'], 'video.frames_per_second': 35}

    def __init__(self, level):
        utils.EzPickle.__init__(self)
        self.previous_level = -1
        self.level = level
        self.game = DoomGame()
        self.loader = Loader()
        self.doom_dir = os.path.dirname(os.path.abspath(__file__))
        self.mode = 'fast'                          # 'human', 'fast' or 'normal'
        self.no_render = False                      # To disable double rendering in human mode
        self.viewer = None
        self.is_initialized = False                 # Indicates that reset() has been called
        self.curr_seed = 0
        self.action_space = spaces.HighLow(
            np.matrix([[0, 1, 0]] * 38 + [[-10, 10, 0]] * 2 + [[-100, 100, 0]] * 3, dtype=np.int8))
        self.allowed_actions = list(range(NUM_ACTIONS))
        self._seed()
        self._configure()

    def _configure(self, screen_resolution=ScreenResolution.RES_640X480):
        # Often agents end up downsampling the observations. Configuring Doom to
        # return a smaller image yields significant (~10x) speedups
        if screen_resolution == ScreenResolution.RES_640X480:
            self.screen_height = 480
            self.screen_width = 640
            self.screen_resolution = ScreenResolution.RES_640X480
        elif screen_resolution == ScreenResolution.RES_160X120:
            self.screen_height = 120
            self.screen_width = 160
            self.screen_resolution = ScreenResolution.RES_160X120

        self.observation_space = spaces.Box(low=0, high=255, shape=(self.screen_height, self.screen_width, 3))

    def _load_level(self):
        # Closing if is_initialized
        if self.is_initialized:
            self.is_initialized = False
            self.game.close()
            self.game = DoomGame()

        # Loading Paths
        if not self.is_initialized:
            self.game.set_vizdoom_path(self.loader.get_vizdoom_path())
            self.game.set_doom_game_path(self.loader.get_freedoom_path())

        # Common settings
        self._closed = False
        self.game.load_config(os.path.join(self.doom_dir, 'assets/%s' % DOOM_SETTINGS[self.level][CONFIG]))
        self.game.set_doom_scenario_path(self.loader.get_scenario_path(DOOM_SETTINGS[self.level][SCENARIO]))
        if DOOM_SETTINGS[self.level][MAP] != '':
            self.game.set_doom_map(DOOM_SETTINGS[self.level][MAP])
        self.game.set_doom_skill(DOOM_SETTINGS[self.level][DIFFICULTY])
        self.previous_level = self.level
        self.allowed_actions = DOOM_SETTINGS[self.level][ACTIONS]
        self.game.set_screen_resolution(self.screen_resolution)

        # Algo mode
        if 'human' != self.mode:
            self.game.set_window_visible(False)
            self.game.set_mode(Mode.PLAYER)
            self.no_render = False
            self.game.init()
            self._start_episode()
            self.is_initialized = True
            return self.game.get_state().image_buffer.copy()

        # Human mode
        else:
            self.game.add_game_args('+freelook 1')
            self.game.set_window_visible(True)
            self.game.set_mode(Mode.SPECTATOR)
            self.no_render = True
            self.game.init()
            self._start_episode()
            self.is_initialized = True
            self._play_human_mode()
            return np.zeros(shape=self.observation_space.shape, dtype=np.uint8)

    def _start_episode(self):
        if self.curr_seed > 0:
            self.game.set_seed(self.curr_seed)
            self.curr_seed = 0
        self.game.new_episode()
        return

    def _play_human_mode(self):
        while not self.game.is_episode_finished():
            self.game.advance_action()
            state = self.game.get_state()
            total_reward = self.game.get_total_reward()
            info = self._get_game_variables(state.game_variables)
            info["TOTAL_REWARD"] = round(total_reward, 4)
            print('===============================')
            print('State: #' + str(state.number))
            print('Action: \t' + str(self.game.get_last_action()) + '\t (=> only allowed actions)')
            print('Reward: \t' + str(self.game.get_last_reward()))
            print('Total Reward: \t' + str(total_reward))
            print('Variables: \n' + str(info))
            sleep(0.02857)  # 35 fps = 0.02857 sleep between frames
        print('===============================')
        print('Done')
        return

    def _step(self, action):
        if NUM_ACTIONS != len(action):
            logger.warn('Doom action list must contain %d items. Padding missing items with 0' % NUM_ACTIONS)
            old_action = action
            action = [0] * NUM_ACTIONS
            for i in range(len(old_action)):
                action[i] = old_action[i]
        # action is a list of numbers but DoomGame.make_action expects a list of ints
        if len(self.allowed_actions) > 0:
            list_action = [int(action[action_idx]) for action_idx in self.allowed_actions]
        else:
            list_action = [int(x) for x in action]
        try:
            reward = self.game.make_action(list_action)
            state = self.game.get_state()
            info = self._get_game_variables(state.game_variables)
            info["TOTAL_REWARD"] = round(self.game.get_total_reward(), 4)

            if self.game.is_episode_finished():
                is_finished = True
                return np.zeros(shape=self.observation_space.shape, dtype=np.uint8), reward, is_finished, info
            else:
                is_finished = False
                return state.image_buffer.copy(), reward, is_finished, info

        except doom_py.vizdoom.ViZDoomIsNotRunningException:
            return np.zeros(shape=self.observation_space.shape, dtype=np.uint8), 0, True, {}

    def _reset(self):
        if self.is_initialized and not self._closed:
            self._start_episode()
            return self.game.get_state().image_buffer.copy()
        else:
            return self._load_level()

    def _render(self, mode='human', close=False):
        if close:
            if self.viewer is not None:
                self.viewer.close()
                self.viewer = None      # If we don't None out this reference pyglet becomes unhappy
            return
        try:
            if 'human' == mode and self.no_render:
                return
            state = self.game.get_state()
            img = state.image_buffer
            # VizDoom returns None if the episode is finished, let's make it
            # an empty image so the recorder doesn't stop
            if img is None:
                img = np.zeros(shape=self.observation_space.shape, dtype=np.uint8)
            if mode == 'rgb_array':
                return img
            elif mode is 'human':
                from gym.envs.classic_control import rendering
                if self.viewer is None:
                    self.viewer = rendering.SimpleImageViewer()
                self.viewer.imshow(img)
                if 'normal' == self.mode:
                    sleep(0.02857)  # 35 fps = 0.02857 sleep between frames
        except doom_py.vizdoom.ViZDoomIsNotRunningException:
            pass  # Doom has been closed

    def _close(self):
        self.game.close()

    def _seed(self, seed=None):
        self.curr_seed = seeding.hash_seed(seed) % 2 ** 32
        return [self.curr_seed]

    def _get_game_variables(self, state_variables):
        info = {
            "LEVEL": self.level
        }
        if state_variables is None:
            return info
        info['KILLCOUNT'] = state_variables[0]
        info['ITEMCOUNT'] = state_variables[1]
        info['SECRETCOUNT'] = state_variables[2]
        info['FRAGCOUNT'] = state_variables[3]
        info['HEALTH'] = state_variables[4]
        info['ARMOR'] = state_variables[5]
        info['DEAD'] = state_variables[6]
        info['ON_GROUND'] = state_variables[7]
        info['ATTACK_READY'] = state_variables[8]
        info['ALTATTACK_READY'] = state_variables[9]
        info['SELECTED_WEAPON'] = state_variables[10]
        info['SELECTED_WEAPON_AMMO'] = state_variables[11]
        info['AMMO1'] = state_variables[12]
        info['AMMO2'] = state_variables[13]
        info['AMMO3'] = state_variables[14]
        info['AMMO4'] = state_variables[15]
        info['AMMO5'] = state_variables[16]
        info['AMMO6'] = state_variables[17]
        info['AMMO7'] = state_variables[18]
        info['AMMO8'] = state_variables[19]
        info['AMMO9'] = state_variables[20]
        info['AMMO0'] = state_variables[21]
        return info
Exemplo n.º 21
0
class DoomEnv(gym.Env, utils.EzPickle):
    metadata = {
        'render.modes': ['human', 'rgb_array'],
        'video.frames_per_second': 35
    }

    def __init__(self, level):
        utils.EzPickle.__init__(self)
        self.previous_level = -1
        self.level = level
        self.game = DoomGame()
        self.loader = Loader()
        self.doom_dir = os.path.dirname(os.path.abspath(__file__))
        self.mode = 'fast'  # 'human', 'fast' or 'normal'
        self.no_render = False  # To disable double rendering in human mode
        self.viewer = None
        self.is_initialized = False  # Indicates that reset() has been called
        self.find_new_level = False  # Indicates that we need a level change
        self.curr_seed = 0
        self.screen_height = 480
        self.screen_width = 640
        self.action_space = spaces.HighLow(
            np.matrix([[0, 1, 0]] * 38 + [[-10, 10, 0]] * 2 +
                      [[-100, 100, 0]] * 3,
                      dtype=np.int8))
        self.observation_space = spaces.Box(low=0,
                                            high=255,
                                            shape=(self.screen_height,
                                                   self.screen_width, 3))
        self.allowed_actions = list(range(NUM_ACTIONS))

    def _load_level(self):
        # Closing if is_initialized
        if self.is_initialized:
            self.is_initialized = False
            self.game.close()
            self.game = DoomGame()

        # Loading Paths
        if not self.is_initialized:
            self.game.set_vizdoom_path(self.loader.get_vizdoom_path())
            self.game.set_doom_game_path(self.loader.get_freedoom_path())

        # Common settings
        self._closed = False
        self.game.load_config(
            os.path.join(self.doom_dir,
                         'assets/%s' % DOOM_SETTINGS[self.level][CONFIG]))
        self.game.set_doom_scenario_path(
            self.loader.get_scenario_path(DOOM_SETTINGS[self.level][SCENARIO]))
        if DOOM_SETTINGS[self.level][MAP] != '':
            self.game.set_doom_map(DOOM_SETTINGS[self.level][MAP])
        self.game.set_doom_skill(DOOM_SETTINGS[self.level][DIFFICULTY])
        self.previous_level = self.level
        self.allowed_actions = DOOM_SETTINGS[self.level][ACTIONS]

        # Algo mode
        if 'human' != self.mode:
            self.game.set_window_visible(False)
            self.game.set_mode(Mode.PLAYER)
            self.no_render = False
            self.game.init()
            self._start_episode()
            self.is_initialized = True
            return self.game.get_state().image_buffer.copy()

        # Human mode
        else:
            self.game.add_game_args('+freelook 1')
            self.game.set_window_visible(True)
            self.game.set_mode(Mode.SPECTATOR)
            self.no_render = True
            self.game.init()
            self._start_episode()
            self.is_initialized = True
            self._play_human_mode()
            return np.zeros(shape=self.observation_space.shape, dtype=np.uint8)

    def _start_episode(self):
        if self.curr_seed > 0:
            self.game.set_seed(self.curr_seed)
            self.curr_seed = 0
        self.game.new_episode()
        return

    def _play_human_mode(self):
        while not self.game.is_episode_finished():
            self.game.advance_action()
            state = self.game.get_state()
            total_reward = self.game.get_total_reward()
            info = self._get_game_variables(state.game_variables)
            info["TOTAL_REWARD"] = round(total_reward, 4)
            print('===============================')
            print('State: #' + str(state.number))
            print('Action: \t' + str(self.game.get_last_action()) +
                  '\t (=> only allowed actions)')
            print('Reward: \t' + str(self.game.get_last_reward()))
            print('Total Reward: \t' + str(total_reward))
            print('Variables: \n' + str(info))
            sleep(0.02857)  # 35 fps = 0.02857 sleep between frames
        print('===============================')
        print('Done')
        return

    def _step(self, action):
        if NUM_ACTIONS != len(action):
            logger.warn(
                'Doom action list must contain %d items. Padding missing items with 0'
                % NUM_ACTIONS)
            old_action = action
            action = [0] * NUM_ACTIONS
            for i in range(len(old_action)):
                action[i] = old_action[i]
        # action is a list of numbers but DoomGame.make_action expects a list of ints
        if len(self.allowed_actions) > 0:
            list_action = [
                int(action[action_idx]) for action_idx in self.allowed_actions
            ]
        else:
            list_action = [int(x) for x in action]
        try:
            reward = self.game.make_action(list_action)
            state = self.game.get_state()
            info = self._get_game_variables(state.game_variables)
            info["TOTAL_REWARD"] = round(self.game.get_total_reward(), 4)

            if self.game.is_episode_finished():
                is_finished = True
                return np.zeros(shape=self.observation_space.shape,
                                dtype=np.uint8), reward, is_finished, info
            else:
                is_finished = False
                return state.image_buffer.copy(), reward, is_finished, info

        except doom_py.vizdoom.ViZDoomIsNotRunningException:
            return np.zeros(shape=self.observation_space.shape,
                            dtype=np.uint8), 0, True, {}

    def _reset(self):
        if self.is_initialized and not self._closed:
            self._start_episode()
            return self.game.get_state().image_buffer.copy()
        else:
            return self._load_level()

    def _render(self, mode='human', close=False):
        if close:
            if self.viewer is not None:
                self.viewer.close()
                self.viewer = None  # If we don't None out this reference pyglet becomes unhappy
            return
        try:
            if 'human' == mode and self.no_render: return
            state = self.game.get_state()
            img = state.image_buffer
            # VizDoom returns None if the episode is finished, let's make it
            # an empty image so the recorder doesn't stop
            if img is None:
                img = np.zeros(shape=self.observation_space.shape,
                               dtype=np.uint8)
            if mode == 'rgb_array':
                return img
            elif mode is 'human':
                from gym.envs.classic_control import rendering
                if self.viewer is None:
                    self.viewer = rendering.SimpleImageViewer()
                self.viewer.imshow(img)
                if 'normal' == self.mode:
                    sleep(0.02857)  # 35 fps = 0.02857 sleep between frames
        except doom_py.vizdoom.ViZDoomIsNotRunningException:
            pass  # Doom has been closed

    def _close(self):
        self.game.close()

    def _seed(self, seed=None):
        self.curr_seed = seeding.hash_seed(seed) % 2**32
        return [self.curr_seed]

    def _get_game_variables(self, state_variables):
        info = {}
        info["LEVEL"] = self.level
        if state_variables is None: return info
        info['KILLCOUNT'] = state_variables[0]
        info['ITEMCOUNT'] = state_variables[1]
        info['SECRETCOUNT'] = state_variables[2]
        info['FRAGCOUNT'] = state_variables[3]
        info['HEALTH'] = state_variables[4]
        info['ARMOR'] = state_variables[5]
        info['DEAD'] = state_variables[6]
        info['ON_GROUND'] = state_variables[7]
        info['ATTACK_READY'] = state_variables[8]
        info['ALTATTACK_READY'] = state_variables[9]
        info['SELECTED_WEAPON'] = state_variables[10]
        info['SELECTED_WEAPON_AMMO'] = state_variables[11]
        info['AMMO1'] = state_variables[12]
        info['AMMO2'] = state_variables[13]
        info['AMMO3'] = state_variables[14]
        info['AMMO4'] = state_variables[15]
        info['AMMO5'] = state_variables[16]
        info['AMMO6'] = state_variables[17]
        info['AMMO7'] = state_variables[18]
        info['AMMO8'] = state_variables[19]
        info['AMMO9'] = state_variables[20]
        info['AMMO0'] = state_variables[21]
        return info
Exemplo n.º 22
0
class DoomEnv(gym.Env):
    metadata = {'render.modes': ['human', 'rgb_array'], 'video.frames_per_second': 35}

    def __init__(self, level):
        self.previous_level = -1
        self.level = level
        self.game = DoomGame()
        self.loader = Loader()
        self.doom_dir = os.path.dirname(os.path.abspath(__file__))
        self._mode = 'algo'                         # 'algo' or 'human'
        self.no_render = False                      # To disable double rendering in human mode
        self.viewer = None
        self.is_initialized = False                 # Indicates that reset() has been called
        self.curr_seed = 0
        self.lock = (DoomLock()).get_lock()
        self.action_space = spaces.MultiDiscrete([[0, 1]] * 38 + [[-10, 10]] * 2 + [[-100, 100]] * 3)
        self.allowed_actions = list(range(NUM_ACTIONS))
        self.screen_height = 480
        self.screen_width = 640
        self.screen_resolution = ScreenResolution.RES_640X480
        self.observation_space = spaces.Box(low=0, high=255, shape=(self.screen_height, self.screen_width, 3))
        self._seed()
        self._configure()

    def _configure(self, lock=None, **kwargs):
        if 'screen_resolution' in kwargs:
            logger.warn('Deprecated - Screen resolution must now be set using a wrapper. See documentation for details.')
        # Multiprocessing lock
        if lock is not None:
            self.lock = lock

    def _load_level(self):
        # Closing if is_initialized
        if self.is_initialized:
            self.is_initialized = False
            self.game.close()
            self.game = DoomGame()

        # Customizing level
        if getattr(self, '_customize_game', None) is not None and callable(self._customize_game):
            self.level = -1
            self._customize_game()

        else:
            # Loading Paths
            if not self.is_initialized:
                self.game.set_vizdoom_path(self.loader.get_vizdoom_path())
                self.game.set_doom_game_path(self.loader.get_freedoom_path())

            # Common settings
            self.game.load_config(os.path.join(self.doom_dir, 'assets/%s' % DOOM_SETTINGS[self.level][CONFIG]))
            if self.level == 9 or self.level == 10:
                # Load modified wad.
                self.game.set_doom_scenario_path(os.path.join('/opt/app/takecover_variants/assets', DOOM_SETTINGS[self.level][SCENARIO]))
            else:
                self.game.set_doom_scenario_path(self.loader.get_scenario_path(DOOM_SETTINGS[self.level][SCENARIO]))
            if DOOM_SETTINGS[self.level][MAP] != '':
                self.game.set_doom_map(DOOM_SETTINGS[self.level][MAP])
            self.game.set_doom_skill(DOOM_SETTINGS[self.level][DIFFICULTY])
            self.allowed_actions = DOOM_SETTINGS[self.level][ACTIONS]
            self.game.set_screen_resolution(self.screen_resolution)

        self.previous_level = self.level
        self._closed = False

        # Algo mode
        if 'human' != self._mode:
            self.game.set_window_visible(False)
            self.game.set_mode(Mode.PLAYER)
            self.no_render = False
            try:
                with self.lock:
                    self.game.init()
            except (ViZDoomUnexpectedExitException, ViZDoomErrorException):
                raise error.Error(
                    'VizDoom exited unexpectedly. This is likely caused by a missing multiprocessing lock. ' +
                    'To run VizDoom across multiple processes, you need to pass a lock when you configure the env ' +
                    '[e.g. env.configure(lock=my_multiprocessing_lock)], or create and close an env ' +
                    'before starting your processes [e.g. env = gym.make("DoomBasic-v0"); env.close()] to cache a ' +
                    'singleton lock in memory.')
            self._start_episode()
            self.is_initialized = True
            return self.game.get_state().image_buffer.copy()

        # Human mode
        else:
            self.game.add_game_args('+freelook 1')
            self.game.set_window_visible(True)
            self.game.set_mode(Mode.SPECTATOR)
            self.no_render = True
            with self.lock:
                self.game.init()
            self._start_episode()
            self.is_initialized = True
            self._play_human_mode()
            return np.zeros(shape=self.observation_space.shape, dtype=np.uint8)

    def _start_episode(self):
        if self.curr_seed > 0:
            self.game.set_seed(self.curr_seed)
            self.curr_seed = 0
        self.game.new_episode()
        return

    def _play_human_mode(self):
        while not self.game.is_episode_finished():
            self.game.advance_action()
            state = self.game.get_state()
            total_reward = self.game.get_total_reward()
            info = self._get_game_variables(state.game_variables)
            info["TOTAL_REWARD"] = round(total_reward, 4)
            print('===============================')
            print('State: #' + str(state.number))
            print('Action: \t' + str(self.game.get_last_action()) + '\t (=> only allowed actions)')
            print('Reward: \t' + str(self.game.get_last_reward()))
            print('Total Reward: \t' + str(total_reward))
            print('Variables: \n' + str(info))
            sleep(0.02857)  # 35 fps = 0.02857 sleep between frames
        print('===============================')
        print('Done')
        return

    def _step(self, action):
        if NUM_ACTIONS != len(action):
            logger.warn('Doom action list must contain %d items. Padding missing items with 0' % NUM_ACTIONS)
            old_action = action
            action = [0] * NUM_ACTIONS
            for i in range(len(old_action)):
                action[i] = old_action[i]
        # action is a list of numbers but DoomGame.make_action expects a list of ints
        if len(self.allowed_actions) > 0:
            list_action = [int(action[action_idx]) for action_idx in self.allowed_actions]
        else:
            list_action = [int(x) for x in action]
        try:
            reward = self.game.make_action(list_action)
            state = self.game.get_state()
            info = self._get_game_variables(state.game_variables)
            info["TOTAL_REWARD"] = round(self.game.get_total_reward(), 4)

            if self.game.is_episode_finished():
                is_finished = True
                return np.zeros(shape=self.observation_space.shape, dtype=np.uint8), reward, is_finished, info
            else:
                is_finished = False
                return state.image_buffer.copy(), reward, is_finished, info

        except doom_py.vizdoom.ViZDoomIsNotRunningException:
            return np.zeros(shape=self.observation_space.shape, dtype=np.uint8), 0, True, {}

    def _reset(self):
        if self.is_initialized and not self._closed:
            self._start_episode()
            image_buffer = self.game.get_state().image_buffer
            if image_buffer is None:
                raise error.Error(
                    'VizDoom incorrectly initiated. This is likely caused by a missing multiprocessing lock. ' +
                    'To run VizDoom across multiple processes, you need to pass a lock when you configure the env ' +
                    '[e.g. env.configure(lock=my_multiprocessing_lock)], or create and close an env ' +
                    'before starting your processes [e.g. env = gym.make("DoomBasic-v0"); env.close()] to cache a ' +
                    'singleton lock in memory.')
            return image_buffer.copy()
        else:
            return self._load_level()

    def _render(self, mode='human', close=False):
        if close:
            if self.viewer is not None:
                self.viewer.close()
                self.viewer = None      # If we don't None out this reference pyglet becomes unhappy
            return
        try:
            if 'human' == mode and self.no_render:
                return
            state = self.game.get_state()
            img = state.image_buffer
            # VizDoom returns None if the episode is finished, let's make it
            # an empty image so the recorder doesn't stop
            if img is None:
                img = np.zeros(shape=self.observation_space.shape, dtype=np.uint8)
            if mode == 'rgb_array':
                return img
            elif mode is 'human':
                from gym.envs.classic_control import rendering
                if self.viewer is None:
                    self.viewer = rendering.SimpleImageViewer()
                self.viewer.imshow(img)
        except doom_py.vizdoom.ViZDoomIsNotRunningException:
            pass  # Doom has been closed

    def _close(self):
        # Lock required for VizDoom to close processes properly
        with self.lock:
            self.game.close()

    def _seed(self, seed=None):
        self.curr_seed = seeding.hash_seed(seed) % 2 ** 32
        return [self.curr_seed]

    def _get_game_variables(self, state_variables):
        info = {
            "LEVEL": self.level
        }
        if state_variables is None:
            return info
        info['KILLCOUNT'] = state_variables[0]
        info['ITEMCOUNT'] = state_variables[1]
        info['SECRETCOUNT'] = state_variables[2]
        info['FRAGCOUNT'] = state_variables[3]
        info['HEALTH'] = state_variables[4]
        info['ARMOR'] = state_variables[5]
        info['DEAD'] = state_variables[6]
        info['ON_GROUND'] = state_variables[7]
        info['ATTACK_READY'] = state_variables[8]
        info['ALTATTACK_READY'] = state_variables[9]
        info['SELECTED_WEAPON'] = state_variables[10]
        info['SELECTED_WEAPON_AMMO'] = state_variables[11]
        info['AMMO1'] = state_variables[12]
        info['AMMO2'] = state_variables[13]
        info['AMMO3'] = state_variables[14]
        info['AMMO4'] = state_variables[15]
        info['AMMO5'] = state_variables[16]
        info['AMMO6'] = state_variables[17]
        info['AMMO7'] = state_variables[18]
        info['AMMO8'] = state_variables[19]
        info['AMMO9'] = state_variables[20]
        info['AMMO0'] = state_variables[21]
        return info